The Meaning of Life, the Universe, and Everything.
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Join Date:
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Quote from Berserker77 »
I cant install this, the program (patcher) needs a lot of tiem to open and when it finally does, the install button has no effect.
In the log is this: java.net.ConnectException: Connection timed out: connect
My PC does not have internet, so I guess thats the root of the problem.. an offline installer would be great.
(Am on Windows XP)
Quote from daxnitro »
No clue. The patcher shouldn't be connecting to the internet at all right now.
Quote from notch »
When you install a mod, the mods gets full access to your computer, and can do ANYTHING to it.
Make sure you absolutely trust the source before installing any such mods.This applies to both server mods and client mods.
I don’t know which mods are the culprits.
I'd be willing to bet I know.
Would you mind telling us why the installer is attempting to make connections at 184.26.13.15, 72.246.229.15, and 97.74.144.116? If all required files are present in the download there should be no reason for an outside connection. Why not explain to everyone the specific nature of your intent regard the installer attempting to connect to these locations?
I realize your installer contains a function for loading downloadable mod content, but this is no reason to halt the installation process completely. I only hope this is a case of poor code logic and not an episode of malicious intent. Please explain.
Ive installed this mod before, but I had to re download minecraft as a newer version was available.
The current mods I have are optimine, block+, toolsutils, GUIseetings, planes, and biome waters. Now, it says that optimine will NOT work with the mod however, I've had optimined installed with it before and all it did was negate optimine. I downloaded the installer, ran the patch and it patched the game. However I have no settings for the MSAA or anything. There is no evidence of the patch doing anything.
Any suggestions?
FIXED-Current Card Settings were preventing it from enabling-
The Meaning of Life, the Universe, and Everything.
Location:
Earth
Join Date:
11/12/2010
Posts:
389
Member Details
Quote from Yourself »
97.74.144.116
This one is daxnitro's mod repository.
As a note, I'm not seeing any of these connections being made when I run the installer.
Yeah, I gathered all that from running a whois query. Are you using the version of the installer packaged with the most recent download? It's the .jar that's doing it. Load up the most recent distribution and disable your NIC card. The installer will lag and then refuse to patch without a network connection. I'm finger-pointing because now is a very bad time to have ambiguous unexplained activity. I like this mod and want to make sure nobody can make a claim of suspicious activity. That's why I'm demanding clarity, so we can rule out any foul play. Also, it would be a kind gesture to those who have the misfortune of having no internet connection to allow them to use the patcher offline. I realize that's a small minority, but you have to consider your audience and the fact that people in all different kinds of circumstances love to play this game. You don't want to alienate people.
I am not sure whether my DoF is working correctly. I got working DoF when I focus an object that is close to me (everything else is blurred), but there is no effect when just looking at distant objects.
Also I cannot see a difference when enabling the Bump mapping shaders. How can I tell they work properly?
And last but not least what values do I need to change to get that cool inverse world curvature from the "minecraft Inception" videos?
1: Normally DoF has a greater effect on close ups than when you're looking in the distance. Try having an object right in front of you when you look at distant objects, it should still have a slight effect. If you want a stronger effect, open up the final.fsh in your minecraft .jar and see if there is a value called "const float HYPERFOCAL" or anything similar and play around with that.
2: You need a texture pack that supports Bump mapping. Those come with extra terrain.png files to put into your jar which carry the information used for bumpmapping.
3: Open up the base.vsh and find the value that says "const float WORLD_RADIUS", I've got it set to -250000.0; and the value that says "const float WORLD_RADIUS_SQUARED", which I've got set to 6250000.0. Those values work quite nicely for me, if you want less curvature, just increase the "const float WORLD_RADIUS".
What's up guys? I've used this mod and implemented a nightvision shader into the final.fsh! I don't know squat about modding so I need help! So is there any way to activate shaders in game via key command (like hit N to turn on nightvision)? I really don't know. Check out my help thread (fsh link there): link
And screenies:
I could very easily get this to work with DOF in the same final.fsh, but that would not allow a switching off of the filter, right?
Thanks!
What's up guys? I've used this mod and implemented a nightvision shader into the final.fsh! I don't know squat about modding so I need help! So is there any way to activate shaders in game via key command (like hit N to turn on nightvision)? I really don't know.
i’ll reply here, since this is the thread about the mod you want this feature in.
i’m pretty sure that it isn’t possible right now. but since hotswapping shaders would be useful to debug multiple shaders at once, or create combined versions with all components optional i’d propose the following:
utilize preprocessor statements in GLSL and the gui api.
now, each functional unit of shaders gets moved into a separate folder.
we format our code like this:
#if OPT_PCF
// use depths from prev, calculate diff
depths += depthAdjust.xxxx;
float final = (finalCenterDepth > shadowUV.z) ? 1.0f : 0.0f;
final += (depths.x > shadowUV.z) ? 1.0f : 0.0f;
final += (depths.y > shadowUV.z) ? 1.0f : 0.0f;
final += (depths.z > shadowUV.z) ? 1.0f : 0.0f;
final += (depths.w > shadowUV.z) ? 1.0f : 0.0f;
final *= 0.2f;
result = float4(vertexColour.xyz * final, 1);
#else
result = (finalCenterDepth > shadowUV.z) ? vertexColour : float4(0,0,0,1);
#endif
finally, we combine the pieces:
[*:3039sda0]shaders can be switched ingame (list of folder names with shaders inside), and OPTs can be ticked on and off per shader ‒ both via gui api ‒ which will cause this mod to recompile them with other precompiler variables set, and thus other pieces of code commented in and out.
[*:3039sda0]you can access this functionality from other mods and turn off the gui access for single shaders/options (since if you have e.g. a nightvision item which turns the nighvision shader on and off, it would be cheating to do the same via gui)
[*:3039sda0]blackops7799’s mod “SSAO, bloom, AA, DOF, and cel shading” is installed into the folder “blackops cel shading etc”.
[*:3039sda0]it has (=would have) several procompiler #if/#else/#endif statements, i.e. “OPT_SSAO”, “OPT_bloom”, “OPT_AA”, “OPT_DoF”, and “OPT_cel_shading”.
[*:3039sda0]thanks to the gui api, we have a button in the game menu called “shaders”. clicked opon, it leads to a list contaning at least “default (no shader)” and “blackops cel shading etc” as entries, next to each shader with OPTs in it a button “configuration”.
[*:3039sda0]when we click “blackops cel shading etc”, it becomes activated. we can now click “configuration”
[*:3039sda0]we now see a list with “SSAO”, “bloom”, “AA”, “DoF”, and “cel_shading”, each one independently clickable*.
[*:3039sda0]when we now leave the options menu, the activated shader gets recompiled with the chosen OPTs set and replaces the current one.
*maybe if one #if/#else/#endif happens to be inside another then/else block, it could be (de)activated depending on the state of the other option. would make sense :smile.gif:
What's up guys? I've used this mod and implemented a nightvision shader into the final.fsh! I don't know squat about modding so I need help! So is there any way to activate shaders in game via key command (like hit N to turn on nightvision)? I really don't know.
i’ll reply here, since this is the thread about the mod you want this feature in.
i’m pretty sure that it isn’t possible right now. but since hotswapping shaders would be useful to debug multiple shaders at once, or create combined versions with all components optional i’d propose the following:
utilize preprocessor statements in GLSL and the gui api.
now, each functional unit of shaders gets moved into a separate folder.
. . .
Ok I'm 90% sure I understand what your saying, but one of my biggest problems is that I don't know much about modding Minecraft or Java or anything of the sort. So I really need a fairly seasoned modder who's interested in this to take over/collaborate or at least guide my through it.
I can't get Yourself's "Waving wheat, modified world curvature, outlines, and toon shading" to work at all.
I uninstalled everything, pretty much started with a clean and new minecraft jar and forced update and everything, in other words, its like a brand new Minecraft. I put the new base and final files in the mods/shaders/contents/files/shaders folder and overwrote the old ones. I installed them with the installer. However, when I start minecraft now and try to load up any world at all, it just gives me a black screen and crashes. No error messages. I've tried everything that I can think of, but I'm no programming expert or anything. My graphics card should be more than good enough to run these shaders.
I have a quick question, But I don't know if anyone has asked this, but is there a way to turn off DoF only? Because I wanted the 'inception' look but my computer can't handle the DoF :sad.gif: Please answer
Hi, i got a problem i have installed 1 shader
This one
But when i move i get this whole problem, my game turns black and i can't see anything
But i can move
I would be glad to know how i can fix this
Also one thing
At the start, the game runs fine, but when i move that problem occurs, but that is when the shader start working
I'd be willing to bet I know.
Would you mind telling us why the installer is attempting to make connections at 184.26.13.15, 72.246.229.15, and 97.74.144.116? If all required files are present in the download there should be no reason for an outside connection. Why not explain to everyone the specific nature of your intent regard the installer attempting to connect to these locations?
I realize your installer contains a function for loading downloadable mod content, but this is no reason to halt the installation process completely. I only hope this is a case of poor code logic and not an episode of malicious intent. Please explain.
The current mods I have are optimine, block+, toolsutils, GUIseetings, planes, and biome waters. Now, it says that optimine will NOT work with the mod however, I've had optimined installed with it before and all it did was negate optimine. I downloaded the installer, ran the patch and it patched the game. However I have no settings for the MSAA or anything. There is no evidence of the patch doing anything.
Any suggestions?
FIXED-Current Card Settings were preventing it from enabling-
I think it's pretty darn beautiful!
If I made any error in the description let me know!
These two are owned by Akamai Technologies which is a content delivery service.
This one is daxnitro's mod repository.
As a note, I'm not seeing any of these connections being made when I run the installer.
Yeah, I gathered all that from running a whois query. Are you using the version of the installer packaged with the most recent download? It's the .jar that's doing it. Load up the most recent distribution and disable your NIC card. The installer will lag and then refuse to patch without a network connection. I'm finger-pointing because now is a very bad time to have ambiguous unexplained activity. I like this mod and want to make sure nobody can make a claim of suspicious activity. That's why I'm demanding clarity, so we can rule out any foul play. Also, it would be a kind gesture to those who have the misfortune of having no internet connection to allow them to use the patcher offline. I realize that's a small minority, but you have to consider your audience and the fact that people in all different kinds of circumstances love to play this game. You don't want to alienate people.
1: Normally DoF has a greater effect on close ups than when you're looking in the distance. Try having an object right in front of you when you look at distant objects, it should still have a slight effect. If you want a stronger effect, open up the final.fsh in your minecraft .jar and see if there is a value called "const float HYPERFOCAL" or anything similar and play around with that.
2: You need a texture pack that supports Bump mapping. Those come with extra terrain.png files to put into your jar which carry the information used for bumpmapping.
3: Open up the base.vsh and find the value that says "const float WORLD_RADIUS", I've got it set to -250000.0; and the value that says "const float WORLD_RADIUS_SQUARED", which I've got set to 6250000.0. Those values work quite nicely for me, if you want less curvature, just increase the "const float WORLD_RADIUS".
And screenies:
I could very easily get this to work with DOF in the same final.fsh, but that would not allow a switching off of the filter, right?
Thanks!
i’m pretty sure that it isn’t possible right now. but since hotswapping shaders would be useful to debug multiple shaders at once, or create combined versions with all components optional i’d propose the following:
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
utilize preprocessor statements in GLSL and the gui api.
now, each functional unit of shaders gets moved into a separate folder.
we format our code like this:
finally, we combine the pieces:
[*:3039sda0]shaders can be switched ingame (list of folder names with shaders inside), and OPTs can be ticked on and off per shader ‒ both via gui api ‒ which will cause this mod to recompile them with other precompiler variables set, and thus other pieces of code commented in and out.
[*:3039sda0]you can access this functionality from other mods and turn off the gui access for single shaders/options (since if you have e.g. a nightvision item which turns the nighvision shader on and off, it would be cheating to do the same via gui)
‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒
if it hasn’t become clear by now, an example:
[*:3039sda0]blackops7799’s mod “SSAO, bloom, AA, DOF, and cel shading” is installed into the folder “blackops cel shading etc”.
[*:3039sda0]it has (=would have) several procompiler #if/#else/#endif statements, i.e. “OPT_SSAO”, “OPT_bloom”, “OPT_AA”, “OPT_DoF”, and “OPT_cel_shading”.
[*:3039sda0]thanks to the gui api, we have a button in the game menu called “shaders”. clicked opon, it leads to a list contaning at least “default (no shader)” and “blackops cel shading etc” as entries, next to each shader with OPTs in it a button “configuration”.
[*:3039sda0]when we click “blackops cel shading etc”, it becomes activated. we can now click “configuration”
[*:3039sda0]we now see a list with “SSAO”, “bloom”, “AA”, “DoF”, and “cel_shading”, each one independently clickable*.
[*:3039sda0]when we now leave the options menu, the activated shader gets recompiled with the chosen OPTs set and replaces the current one.
*maybe if one #if/#else/#endif happens to be inside another then/else block, it could be (de)activated depending on the state of the other option. would make sense :smile.gif:
yes it works, update your ccc or use different shaders. i have the same card
Ok I'm 90% sure I understand what your saying, but one of my biggest problems is that I don't know much about modding Minecraft or Java or anything of the sort. So I really need a fairly seasoned modder who's interested in this to take over/collaborate or at least guide my through it.
Reposting, just trying to get some help if I could.
Where do i even start with this? i haven't seen anyone elses like it
I can't get Yourself's "Waving wheat, modified world curvature, outlines, and toon shading" to work at all.
I uninstalled everything, pretty much started with a clean and new minecraft jar and forced update and everything, in other words, its like a brand new Minecraft. I put the new base and final files in the mods/shaders/contents/files/shaders folder and overwrote the old ones. I installed them with the installer. However, when I start minecraft now and try to load up any world at all, it just gives me a black screen and crashes. No error messages. I've tried everything that I can think of, but I'm no programming expert or anything. My graphics card should be more than good enough to run these shaders.
I provided all the info I know. Any help? Please?
REALY noone can help me?
In one of the shader files you downloaded for the mod there should be a thing that says
#define ENABLE_DOF
What you want to do is find that and put two /'s in front of it so it reads
//#define ENABLE_DOF
Then save the file, get a new minecraft.jar, and reinstall.
With my little programming knowledge, that should work.